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Post by logan9a on Jun 2, 2018 11:32:39 GMT
After finding this page: arcana.wikidot.com/It seems that within this campaign, the type of magic used within the campaign (by the PC's) is arcana.wikidot.com/rule-magic. I wanted to bring these pages to the attention of any PC's who wanted to go through them looking for new fresh ideas. As I've said before (but it bears repeating) my objectives with the magic system are: a) although literally any PC can learn magic if they do not, they are not far beyond the power curve. In other words, magic shouldn't ever be a 'if you don't have it, well, you're nothing' type of power. It should be a little boost - an adder. b) if you have a couple fairly obscure things and are clever as shit (example - Matt with his weird ghost spells plus a Matrix ability he'd picked up) and combine them, you might be able to get a very situational very cool thing happening. To summarize - magic should always be low powered and situational. If I find that some of it isn't, it will get nerfed later. Unlike in previous campaigns where mortality was less assured in this one, the characters should not expect a 'grandfather clause' as that would mean an imbalanced spell might be around forever.
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